more on Kahoot in this IMS blog
more on Kahoot in this IMS blog
a few apps below to begin.
more on VR in this IMS blog
more on gamification in this IMS blog
Gamification can be approached in at least two ways. First, as a general process in which games and playful experiences are understood as essential components of society and culture.
Sebastian Deterding, Rilla
Khaled, Lennart Nacke and Dan Dixon have proposed a tentative history of
the term: “ ‘gamification’ as a term originated in the digital media industry.
The first documented use dates back to 2008, but gamification only entered
widespread adoption in the second half of 2010”
Jane McGonigal’s work, expounded in her contribution at the TED
Talk series in 2010, is also concerned with “selling” gamification to corporations.
In her book Reality is Broken. p.9 In her understanding, gamification is a concept that describes a new age where gamers can collectively use their problem-solving skills not only
to solve puzzles within a digital game but also to approach social and political
issues in the real world. Gaming, according to McGonigal’s vision,
could and should play a redeeming role. Game designers could become the
new social entrepreneurs, and citizens become gamers. From this perspective,
gamification thus becomes a technique for enabling greatly ambitious
p. 10 Consumer loyalty, issues related to finance and governance, workers’ productivity, training and development – these are only some of the areas that are allegedly being positively revolu tionised by the emergence of gamification
As outlined by Ian Bogost in several contexts (2011a, 2011b), gamificatio has little to do with the design of games (or an allegedly salvific process), and much more with the exploitation of consumers. It frustrates the practice of game design and reduces playing to a stimulus-response experience
p. 11 Niklas Schrape proposes looking, through Foucault, at how gamification might work as a method to regulate individuals and their social lives. It also works as a pleasant regulator of behaviour because it offers positive feedback (rewards, leaderboards, etc.) rather than
negative penalties (fines, prison, etc.).
Ruffino looks at the work of Tim Ingold and his reading of Bergson and Heidegger and argues that participation, dwelling and co-existence could be seen as alternative ways of thinking about engagement: less as a transitive process that goes from games to their players and more as an in transitive status that needs to be narrated in order to be of any value
Foursquare alters the experience of moving about on the streets of a city and establishes a form of communication based on bodily proximity
p. 12 Joost Raessens examines how gamification could be seen in the context of a more general “ludic turn”, which affects society and culture at many different levels. This century, Raessens notes, has seen several different kinds of “turns”: We have seen the linguistic turn, the digital, followed by the material one and many others. To what extent could we say that we are now experiencing a playful turnp.
p. 14 the definition of gamification as the use of game elements in a non-game context.
Philippette suggests the very idea that games that can influencethe non-game context could be re-interpreted following Henriot’s theories on play (https://www.academia.edu/16293099/Gamification_Rethinking_playing_the_game_with_Jacques_Henriot
Counter-gamification is not a precise practice; it is not defined in guidebooks, workshops, or tutorials. It is instead a form of appropriation of playful elements by artists in order to promote radical and oppositional values.
p. 15 Fizek’s proposal is to expand the concept of play and fun and to introduce new forms of engagement in the practice of gamification
If the endgame approach were applied to gamification, Nicholson argues, we could see very different ways of designing and playing. The author explores these alternative modes of gamifying things through a text that offers both a theoretical understanding of gamification and exceptionally useful suggestions for designers.
p. 16 an eudaimonic view of gamification could bring a “good” way of living and
playing, one where joy and satisfaction are at the centre of a responsible practice. Gamification, according to Deterding, could become the name of a play practice that truly helps human beings in fulfilling their own lives and those of others
More on Bogost in this IMS blog
According to the authors of a newly published report, at least 10 state education agencies—Arkansas, Connecticut, Delaware, Florida, Louisiana, Rhode Island, South Carolina, Tennessee, Texas and Washington—have launched official microcredential pilots. And another five states—Illinois, Maryland, Montana, New York, and Wyoming—are experimenting with microcredentials in some way.
sponsored by the non-profit Digital Promise, the report argues that we’ve reached a kind of tipping point in the evolution of the “emerging micro-credentialing ecosystem,”
Reports from early adopters (among them, the NEA, the country’s largest teachers’ union) have been promising, and the potential market for such programs is potentially huge. According to Digital Promise, nearly three out of four U.S. teachers are currently engaged in some type of informal professional development or learning.
more on microcredentials in this IMS blog:
Kate Pound, a professor with St. Cloud State U did research in Antarctica: email@example.com
View this post on Instagram
Experience Sir Ed’s Antarctica…through virtual reality! Antarctic Heritage Trust is honoured to care for Sir Edmund Hillary’s Antarctic legacy. Over the 2016–2017 summer Antarctic Heritage Trust’s team on the Ice spent more than 5700 hours carefully restoring Hillary’s (TAE/IGY) Hut and conserving more than 500 artefacts. And now, as part of celebrating Sir Ed’s centenary, the Trust has partnered with Auckland University of Technology (AUT) to create a virtual reality experience based around the expedition base. The Trust is delighted to be giving people a glimpse into what life was like for Hillary and the men of his expedition on the ice. This fully immersive experience will be the closest thing possible to exploring the expedition’s base without actually going to the hut itself. The experience will be free and available at a range of locations across New Zealand as well as online. It is a ground-breaking project in terms of its scale and approach. Professor Barbara Bollard from AUT, who helped collect the data to build the virtual reality, says: “The experience is unique in that it allows you to experience special places without leaving a footprint. It opens up a long and rich history of Antarctic exploration to a wide audience who may never have the opportunity to visit in person.” Enjoy this brief teaser that showcases some of the graphic ‘look and feel’ of the experience, and look out for details to come on how you can experience Hillary’s Hut in virtual reality yourself. With thanks to project partner AUT, principal sponsor Ryman Healthcare Ltd, Antarctica New Zealand (logistics) and Staples VR (technical). #edmundhillary #antarctica #antarctic #antarcticadventure #expedition #conservation #antarcticlegacy #kiwilegend #scottbase #rossisland #explore #discover #southpole #virtualreality #virtualrealitytour #restoration #duluxpaint @staples_vr @antarctica.nz @duluxnz @autuni @rymancareers
more on VR in this IMS blog
Probably at the top of my list of favorites! Thanks to @edutopia for creating this video that showcases the value of using visuals in the classroom. ❤️❤️❤️❤️ #teaching #TESOL #ELL #EdChat #edutwitter https://t.co/Ly1MwV706z
— 🌍 ναℓєηтιηα gσηzαℓєz (@ValentinaESL) May 18, 2019
more on visuals in this IMS blog
Toolwire and Muzzy Lane, two digital game-based learning (DGBL) vendors that are making significant strides in higher education through their “serious game” products. The state of DGBL in higher ed is not nearly as prevalent and accepted as it is in K-12, but growing quickly.
Serious games feature evidenced-centered design, whereby data is collected, analyzed and adapted to the knowledge level of the player
Andy Phelps, director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and executive committee member of the Higher Education Video Game Alliance (HEVGA),adds that “game-based learning has the opportunity to really challenge our assumptions about linear modes of educational interaction.”
Muzzy Lane, s higher-education-oriented Practice Series games, in partnership with McGraw Hill, feature titles in Marketing, Spanish, Medical Office and Operations.
The Challenge of Creating Worthy GamesBoth Toolwire and Muzzy Lane DGBL products are not of the “Triple A” PlayStation 4 and Xbox One variety, meaning they do not have all the high-fidelity, digital-media bells and whistles that are inside the heavily advertised war games and sports games geared toward the more than $99 billion global video game consumer marketplace, according to gaming market intelligence company Newzoo.
the state of DGBL in higher education consists of very effective digital games of less-than-Triple A fidelity coming out of private companies like Toolwire and Muzzy Lane, as well as from a good number of college and university game design innovation centers similar to RIT’s MAGIC. These include the Games+Learning+Society (GLS) Center at the University of Wisconsin-Madison; the University of Southern California Interactive Media and Games Division, the Carnegie Mellon University Entertainment Technology Center and the New York University Game Center.
more on DGBL in this IMS blog
Microcredentials, or short-form online learning programs, is the latest buzzword that higher education providers are latching onto. They come with diminutive names such as Micromasters (by several universities working with edX) and nanodegrees (by Udacity). But they have the potential to shake up graduate education, potentially reducing demand for longer, more-traditional professional programs. At the core of the trend is the idea that professionals will go “back to school” repeatedly over their lifetimes, rather than carving out years at a time for an MBA or technical degree.
Credential Engine, a nonprofit funded by the Lumina Foundation, Microsoft and JPMorgan Chase, today launched its Credential Registry, a digital platform where institutions can upload degrees and credentials so prospective students can search for and compare credentials side-by-side.
EdX, the nonprofit founded by Harvard University and MIT to offer MOOCs, now lists 40 “MicroMasters” programs from 24 colleges and universities around the world.
No one owns the term “master’s degree.”
Udacity won a trademark for Nanodegree last year. And in April, the nonprofit edX, founded by MIT and Harvard University to deliver online courses by a consortium of colleges, applied for a trademark on the word MicroMasters. And MicroDegree? Yep, that’s trademarked too, by yet another company.
Sean Gallagher, chief strategy officer at Northeastern University’s Global Network, wrote the book on “ The Future of University Credentials.” BOok is available online: https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=gale_ofa542844867&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en
U.S. employers spent nearly $71 billion on training in 2016
Pluralsight—an online IT training provider—has scaled to become an edtech “unicorn,” with a valuation over $1 billion. Similarly, LinkedIn’s $1.5 billion acquisition of Lynda.com in 2015—and LinkedIn’s subsequent acquisition by Microsoft in 2016 for $26 billion—are connected to the new business models in the provision of corporate learning.
“learning experience platforms”—such as Degreed and EdCast.
SAP’s Shelly Holt describes the movement toward a curation model… The curation approach and microlearning philosophy also provides a level of personalization that individuals have come to expect.
it may be reducing demand for executive education offerings, and even for degree programs like the traditional MBA.
colleges and universities that seek to meet corporate needs must move beyond monolithic programs and think in terms of competencies, unbundling curriculum, modularizing and “microlearning.” Many institutions are already pioneering efforts in this direction, from the certificate- and badge-oriented University of Learning Store (led by the Universities of Wisconsin, California, Washington and others) to Harvard Business School’s HBX, and the new “iCert” that we developed at Northeastern University. These types of shorter-form, competency-oriented programs can better fit corporate demands for targeted and applied learning.
more on microcredentialing in this IMS blog
Mystery Skype comes in. The origins of the game are unclear, but after the idea started to spread, Microsoft asked a group of six teachers to write an online guide to the game.
In addition to teaching students geography with context, Mohan believes the game can help them develop skills such as critical thinking, leadership and collaboration.
It also gives them a chance to meet people around the world — albeit only those who have access to the right technology.
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